Fix color space issue for gaussian splats. #37
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
By default, the simulator renders the main scene to an render target, then composites that render target over the simulator scene, isolating the main scene's blending from the simulator scene just like actual XR rendering.
When rendering to a render target, three.js sets the output color space of shaders to linear using a
linearToOutputTexelfunction within each shader. However, sparkjs does not include this function inside it's gaussian splatting shader so it continues to output SRGB unless we request it to output linear.Note that technically the simulator will still look slightly different than on device because alpha blending in linear will be different than alpha blending in SRGB.